Nice that you got it working! It's almost certain that I'm getting an IS-NITRO-EMULATOR now, so hopefully it is gonna help me a lot with fixing those bugs. With it I'll be able to debug gbarunner2 on real hardware, put code and data breakpoints and see the memory. Then I can compare stuff to values in no$gba running the gba games for example.

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If you want to debug I would recommend trying "Game Boy Advance Test Suite". It runs many hardware tests and tells you the results, with expected results to compare to. I tried it with gbarunner 2 and it did pretty poorly.

If you want to debug I would recommend trying "Game Boy Advance Test Suite". It runs many hardware tests and tells you the results, with expected results to compare to. I tried it with gbarunner 2 and it did pretty poorly.

This test suite seems like a very practical way to debug gbarunner2, if not as fun as playing games and reading the memory

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I already used that indeed. The timings will never be the same as the gba, since it's a different processor with a different clock speed (and I don't know if it uses timers, but if it does, it will miss a bit when it uses cascade mode atm). The i/o read and memory tests are very useful though.

@Dodain47 I don't know if you read it, but could you try the 512 read branch and see if it affects speed?

I already used that indeed. The timings will never be the same as the gba, since it's a different processor with a different clock speed (and I don't know if it uses timers, but if it does, it will miss a bit when it uses cascade mode atm). The i/o read and memory tests are very useful though.

@Dodain47 I don't know if you read it, but could you try the 512 read branch and see if it affects speed?

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I have tested it with a Couple of Games.

The Speed is more or less the same. Castlevania Circle of the Moon, Donkey Kong Country and Dragonball Advance Adventure have a little less Slowdown.

Attached Files:

Compatability for this emulator keeps getting better . But it's not all that useful for the typical user because save support isn't implemented yet.

How difficult would it be to add a crude save mechanism by dumping the sram to a file when a button is pressed? Then the next time you load the rom it checks for the save file and just loads the save into the emulated Sram.
Save support is one of the few things gbaemu4ds still does better than gbarunner2.

Compatability for this emulator keeps getting better . But it's not all that useful for the typical user because save support isn't implemented yet.

How difficult would it be to add a crude save mechanism by dumping the sram to a file when a button is pressed? Then the next time you load the rom it checks for the save file and just loads the save into the emulated Sram.
Save support is one of the few things gbaemu4ds still does better than gbarunner2.

(And BTW why is there a 2 in the name?)

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The hardest part of the saving is actually the dumping to a file. The creation of a new file actually. Maybe @T-Tudor could have a look at that. I would also like to implement the different save types at some point, since sram patching breaks some games appearently (such as SMB3).

The 2 comes from the fact that I attempted something like this before, but by prepatching the gba rom. That didn't work well. So this was the second attempt, so it's more of a working title.

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